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 <<O>>  Difference Topic EmbeR (r1.11 - 23 Oct 2003 - EmbeR)
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Edit drawing 'untitled' (requires a Java enabled browser)

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%META:FILEATTACHMENT{name="untitled.draw" attr="" comment="TWikiDraw draw file" date="1066882918" path="/twiki/pub/Main/EmbeR/untitled.draw" size="3591" user="EmbeR" version="1.1"}% %META:FILEATTACHMENT{name="untitled.gif" attr="" comment="TWikiDraw GIF file" date="1066882921" path="/twiki/pub/Main/EmbeR/untitled.gif" size="2702" user="EmbeR" version="1.1"}%


 <<O>>  Difference Topic EmbeR (r1.10 - 26 Feb 2003 - EmbeR)
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*swimming
 - type of hook that limits actions while in water.

   - movement
      water travel other than swimming
      trainable swimming ablility
      natural swimming ablility
      depth, pressure, breathing, currents, sinking
   - encumberance, weight vs swimming vs drowning
   - inventory
      carrying
      wearing
      wielding
   - hearing, talking
   - smelling
   - seeing
      light
        fire, able to have a lit torch at the bottom of a lake now
   - underwater gcommands
      lightning
      fry
      sandstorm could be whirlpool and wave effects ... etc
      underwater a druid would call things like fish, eels, turtles
 - blue text
 - combat
     fired weapons
 - corpses 
 - death
 - weather (snow,ice, winter time..)
 - any kind of vehicle thing
   - boats and possibly something that works underwater also.
   - a floating controlable vehicle
 - floating objects
     set_material in objects, float/no float is do-able

help with the overall FLOW of how things will work and what WILL and WILL NOT happen depending on circumstances.
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%META:FILEATTACHMENT{name="superman.bmp" attr="" comment="SuperMan in dey house 0_o" date="1044765277" path="C:\Documents and Settings\Owner\My Documents\My Pictures\superman=).bmp" size="870106" user="EmbeR" version="1.1"}%


 <<O>>  Difference Topic EmbeR (r1.9 - 19 Feb 2003 - EmbeR)
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  • The Other Superman.:
    superman.JPG
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%META:FILEATTACHMENT{name="superman.JPG" attr="" comment="The Other Superman." date="1045695724" path="C:\Documents and Settings\Owner\My Documents\My Pictures\superman=).JPG" size="17444" user="EmbeR" version="1.1"}%


 <<O>>  Difference Topic EmbeR (r1.8 - 09 Feb 2003 - EmbeR)
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%META:FILEATTACHMENT{name="superman.bmp" attr="" comment="SuperMan in dey house 0_o" date="1044765277" path="C:\Documents and Settings\Owner\My Documents\My Pictures\superman=).bmp" size="870106" user="EmbeR" version="1.1"}%


 <<O>>  Difference Topic EmbeR (r1.7 - 02 Feb 2003 - EmbeR)
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- movement water travel other than swimming trainable swimming ablility natural swimming ablility depth, pressure, breathing, currents, sinking - encumberance, weight vs swimming vs drowning

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- smelling

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- encumberance, weight vs swimming vs drowning - movement water travel other than swimming trainable swimming ablility natural swimming ablility depth, pressure, breathing, currents, sinking - stamina would be affected in the future..


 <<O>>  Difference Topic EmbeR (r1.6 - 01 Feb 2003 - EmbeR)
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- type of hook that limits actions while in water.

- inventory carrying wearing wielding - hearing, talking - seeing light fire, able to have a lit torch at the bottom of a lake now - encumberance, weight vs swimming vs drowning - movement water travel other than swimming trainable swimming ablility natural swimming ablility depth, pressure, breathing, currents, sinking - stamina would be affected in the future..

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- inventory carrying wearing wielding - floating objects

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- depth, pressure, breathing, currents, sinking

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- fire, you can have a lit torch at the bottom of the lake right now - light

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fired weapons

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- fired weapons - movement

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- hearing, talking - swimming while wielding / wearing - natural swimming ability - trainable swimming ability - type of hook that limits actions while in water.

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- seeing - stamina would be affected in the future..

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- water travel other than swimming - encumberance, weight vs swimming vs drowning


 <<O>>  Difference Topic EmbeR (r1.5 - 01 Feb 2003 - EmbeR)
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swimming ... breathing ... swimming while wielding / wearing natural swimming ability trainable swimming ability we should have some type of hook that limits actions while in water. any kind of vehicle thing boats and possibly something that works underwater also. That should be a floating controlable vehicle...? controlable vehicle is a ways off. Thats what a boat is about... i hate the skill category named other when item is handed to another player what do you think when other players are examining the wielder's inventory what's the item supposed to show up as?

help with the overall FLOW of how things will work and what WILL and WILL NOT happen depending on circumstances. Breathing Sinking swimming blue text water travel other than swimming. drowning ... weight vs swimming vs drowning call that encumberance ... depth pressure currents ! floating objects we have set_material in objects now btw ... so float/no float is do-able. hearing! interesting ... talking as well.

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*swimming - underwater gcommands lightning fry sandstorm could be whirlpool and wave effects ... etc underwater a druid would call things like fish, eels, turtles - inventory

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wearing

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combat stamina would be affected in the future.. underwater combat, how would that work lol I think that would go under the combat revamp...? FIRE underwater gcommands you can have a lit torch at the bottom of the lake right now light I'd like to see a storm cast sandstorm under water or a druid call a monster or lightning haha FRY death corpses. movement maybe underwater you would call things like fish, eels, turtles boats. sandstorm could be whirlpool and wave effects ... etc fired weapons... snow could be frozen over during winter too..

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- floating objects - blue text - depth, pressure, breathing, currents, sinking - combat - fire, you can have a lit torch at the bottom of the lake right now - light - corpses - fired weapons - movement - death - weather (snow,ice, winter time..) - hearing, talking - swimming while wielding / wearing - natural swimming ability - trainable swimming ability - type of hook that limits actions while in water. - any kind of vehicle thing - boats and possibly something that works underwater also. - a floating controlable vehicle - seeing - stamina would be affected in the future.. - floating objects set_material in objects, float/no float is do-able - water travel other than swimming - encumberance, weight vs swimming vs drowning

help with the overall FLOW of how things will work and what WILL and WILL NOT happen depending on circumstances.


 <<O>>  Difference Topic EmbeR (r1.4 - 31 Jan 2003 - EmbeR)
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Fri Aug 23 07:13:34 2002: elffy : swimming ... breathing ... swimming while wielding / wearing elffy : natural swimming ability elffy : trainable swimming ability puma : Just skill...we have that... elffy : we should have some type of hook that limits actions while in water. puma : Verbs... elffy : should we include any kind of vehicle thing ... or is that already covered? puma : Boats you mean...? Not covered... elffy : yes boats and possibly something that works underwater also. puma : That should be a floating controlable vehicle...? elffy : controlable vehicle is a ways off. puma : Thats what a boat is about... elffy : i hate the skill category named other elffy : "doc/outline/water.prop" 29 lines 489 bytes taichi : when item is handed to another player taichi : what do you think when taichi : other players are examining the wielder's inventory taichi : what's the item supposed to show up as?

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swimming ... breathing ... swimming while wielding / wearing natural swimming ability trainable swimming ability we should have some type of hook that limits actions while in water. any kind of vehicle thing boats and possibly something that works underwater also. That should be a floating controlable vehicle...? controlable vehicle is a ways off. Thats what a boat is about... i hate the skill category named other when item is handed to another player what do you think when other players are examining the wielder's inventory what's the item supposed to show up as?

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Wed Jan 29 22:38:39 2003: elffy : one place you guys can help ... since you know game play well ... is to help with the overall FLOW of how things will work and what WILL and WILL NOT happen depending on circumstances. elffy : the more circumstances we can think about BEFORE You start coding ... the easier it is to build your decision trees in actual code. elffy : so we break this down into a few digestible parts call those headings ... elffy : and sub headings ... elffy : etc ... and the code will start to lay itself out. elffy : lets start BIG OVERALL STUFF elffy : Breathing ember : Sinking elffy : swimming ember : blue text elffy : water travel other than swimming. elffy : change that to just drowning ... pyro : weight vs swimming vs drowning that is elffy : call that encumberance ... pyro : depth elffy : pressue pyro : currents ! ember : floating objects elffy : we have set_material in objects now btw ... elffy : so float/no float is do-able. ember : hearing! elffy : interesting ... talking as well. elffy : carrying elffy : wielding elffy : combat ember : stamina would be affected in the future.. pyro : underwater combat, how would that work lol ember : I think that would go under the combat revamp...? elffy : FIRE pyro : underwater gcommands elffy : you can have a lit torch at the bottom of the lake right now elffy : light pyro : I'd like to see a storm cast sandstorm under water ember : or a druid call a monster pyro : or lightning haha pyro : FRY pyro : death elffy : corpses. elffy : movement elffy : maybe underwater you would call things like fish, eels, turtles ember : was thinking the same thing for druids. ember : also boats. elffy : sandstorm could be whirlpool and wave effects ... etc ember : fired weapons... ember : snow ember : could be frozen over during winter too..

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help with the overall FLOW of how things will work and what WILL and WILL NOT happen depending on circumstances. Breathing Sinking swimming blue text water travel other than swimming. drowning ... weight vs swimming vs drowning call that encumberance ... depth pressure currents ! floating objects we have set_material in objects now btw ... so float/no float is do-able. hearing! interesting ... talking as well. carrying wielding combat stamina would be affected in the future.. underwater combat, how would that work lol I think that would go under the combat revamp...? FIRE underwater gcommands you can have a lit torch at the bottom of the lake right now light I'd like to see a storm cast sandstorm under water or a druid call a monster or lightning haha FRY death corpses. movement maybe underwater you would call things like fish, eels, turtles boats. sandstorm could be whirlpool and wave effects ... etc fired weapons... snow could be frozen over during winter too..


 <<O>>  Difference Topic EmbeR (r1.3 - 30 Jan 2003 - FantoM)
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 <<O>>  Difference Topic EmbeR (r1.2 - 30 Jan 2003 - EmbeR)
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Fri Aug 23 07:13:34 2002: elffy : swimming ... breathing ... swimming while wielding / wearing elffy : natural swimming ability elffy : trainable swimming ability puma : Just skill...we have that... elffy : we should have some type of hook that limits actions while in water. puma : Verbs... elffy : should we include any kind of vehicle thing ... or is that already covered? puma : Boats you mean...? Not covered... elffy : yes boats and possibly something that works underwater also. puma : That should be a floating controlable vehicle...? elffy : controlable vehicle is a ways off. puma : Thats what a boat is about... elffy : i hate the skill category named other elffy : "doc/outline/water.prop" 29 lines 489 bytes taichi : when item is handed to another player taichi : what do you think when taichi : other players are examining the wielder's inventory taichi : what's the item supposed to show up as?

Added:
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Wed Jan 29 22:38:39 2003: elffy : one place you guys can help ... since you know game play well ... is to help with the overall FLOW of how things will work and what WILL and WILL NOT happen depending on circumstances. elffy : the more circumstances we can think about BEFORE You start coding ... the easier it is to build your decision trees in actual code. elffy : so we break this down into a few digestible parts call those headings ... elffy : and sub headings ... elffy : etc ... and the code will start to lay itself out. elffy : lets start BIG OVERALL STUFF elffy : Breathing ember : Sinking elffy : swimming ember : blue text elffy : water travel other than swimming. elffy : change that to just drowning ... pyro : weight vs swimming vs drowning that is elffy : call that encumberance ... pyro : depth elffy : pressue pyro : currents ! ember : floating objects elffy : we have set_material in objects now btw ... elffy : so float/no float is do-able. ember : hearing! elffy : interesting ... talking as well. elffy : carrying elffy : wielding elffy : combat ember : stamina would be affected in the future.. pyro : underwater combat, how would that work lol ember : I think that would go under the combat revamp...? elffy : FIRE pyro : underwater gcommands elffy : you can have a lit torch at the bottom of the lake right now elffy : light pyro : I'd like to see a storm cast sandstorm under water ember : or a druid call a monster pyro : or lightning haha pyro : FRY pyro : death elffy : corpses. elffy : movement elffy : maybe underwater you would call things like fish, eels, turtles ember : was thinking the same thing for druids. ember : also boats. elffy : sandstorm could be whirlpool and wave effects ... etc ember : fired weapons... ember : snow ember : could be frozen over during winter too..


 <<O>>  Difference Topic EmbeR (r1.1 - 08 Jan 2003 - EmbeR)
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Topic EmbeR . { View | Diffs | r1.11 | > | r1.10 | > | r1.9 | More }
Revision r1.1 - 08 Jan 2003 - 20:50 GMT - EmbeR
Revision r1.11 - 23 Oct 2003 - 04:03 GMT - EmbeR
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